Looking to sail away


Dungeon Magazine General Discussion


I’m looking for some adventures ideas for a naval based campaign. I will be using, Tammeraut’s fate and strike on the rabid dawn, and mad dogs key at the appropriate levels. Dose anyone else have any ideas???


I know you're probably looking for adventures but definitely check out Stormwrack, it'll get your juices flowing for the high seas.

Scarab Sages

I'm working on a similarly themed campaign (coastal), here are a couple of suggestions...

Salvage Operation from #123, the Forsaken Arch from #120, and it's taking some retrofitting to make it for multiple characters and a higher level (which is always easier than wratcheting things down to lower levels for me), but I'm using Jeff Crook's adventure Nbod's Room from issue #51. Some very good stuff to work with all around.


lordmolay wrote:


I’m looking for some adventures ideas for a naval based campaign. I will be using, Tammeraut’s fate and strike on the rabid dawn, and mad dogs key at the appropriate levels. Dose anyone else have any ideas???

There were several naval adventures back in old issues of DUNGEON

I remember one where an ogre threw gobling at your ship, there was a FR adventure that was kind of a guns of navarone raid on a pitate base. There have been several sunken ship adventures.

Atlas Games has En Route II which is heavy on naval side treks.

Avoid "Black Sails over Freport" at all costs (it looks nice, but the adventure was so lame, that my faith in Green Ronin products has been forever shattered), but the other Free Port adventures are pretty good and could give characters starting out a base in a pirate town.

I think it is Necromancer Games that has the adventure "Lamentation of Thieves" that involves a prison ship.

There is some old stuff that would fit as well.

There are also some great old adventures on islands that tie nicely in a naval game. X8, (I think) Drums on Fire Mountian, X1 Isle of Dread (+ the return to the Isle of draad things in receint issues of DUNGEON. You could also use the old X-Solo Latham's Gold (although I probably spelled that wrong). X7(? going from memory here...) War Rafts of Kron, and X6 Quagmire might also have a place in a nautical campaign...if you have access to old school stuff and don't mind doing some 1sted to 3.5 conversions.

The short of it being...See if you can find a DUNGEON index that has the location of adventures listed. Someone on theis site posted a link to one a while ago.

ASEO out


i've been running a naval campaign for about a year and in true pirate fashion have plundered most of the above for ideas in addition to:
The Stink #105- infectious locathah.
Practical magic #113- vampire mermaids
Dungeon #66 had the above mentioned raid on the pirate base and a sunken ship adventure.
I also highly recommend Seawrack and Freeport material.

Scarab Sages

ASEO wrote:
I think it is Necromancer Games that has the adventure "Lamentation of Thieves" that involves a prison ship.

I was flipping through that at my FLGS and it looked like a good addition! I've been pleased by a number of Necromancer Games offerings.


I have a copy of stormwake witch has given me more ideas about how to run a navel campain than what to put into it... however there are some good things in there for that... Thanks for the ideas also any tips about running one would be great

Frog God Games

Some excellent Forgotten Realms pirate adventures for 2nd Ed. were in Dungeon issues #48 ("The Oracle at Sumbar" by Paul Culotta--a guy who really has a knack for pirate adventures) and #66 ("The Sunken Shadow" by James Wyatt and "Operation Manta Ray" by Paul Culotta, maybe the best pirate adventure of all).

ASEO mentioned one above that is called "North of Narborel" by Chris Perkins and Bob Waldbauer and is in issue #49. It's the one with the pirate caves. It always kind of reminded me of the Pirates of the Caribbean ride at Disney World.

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